After however long I've been playing, I have the AC/5 cooldown module maxxed out on my Muromets, and have the Quick Fire efficiency unlocked. Hovering over the AC/5 still shows the cooldown as the stock 1.66. Is there anywhere that displays what the cooldown is taking into account modules and efficiencies?


Cooldown Times And Me?
Started by Audacious Aubergine, May 10 2015 03:43 AM
6 replies to this topic
#1
Posted 10 May 2015 - 03:43 AM
#2
Posted 10 May 2015 - 04:15 AM
The only way to do this is by doing the math. Sorry :-(
#3
Posted 10 May 2015 - 04:35 AM
It's fairly easy math too. Hint: all the cooldown bonuses are cumulative. They don't multiply. So the quirk 15% bonus is added onto the module bonus and the 5% bonus from Fast Fire, which adds to something in the region of... 32%, I think. Not sure how much cooldown the module gives.
Then just divide 1.66 by 1.32, if I'm not mistaken.
(If I am, I think the fact I'm barely awake excuses me.)
Then just divide 1.66 by 1.32, if I'm not mistaken.
(If I am, I think the fact I'm barely awake excuses me.)
#4
Posted 10 May 2015 - 10:37 PM
Chrona, on 10 May 2015 - 04:35 AM, said:
It's fairly easy math too. Hint: all the cooldown bonuses are cumulative. They don't multiply. So the quirk 15% bonus is added onto the module bonus and the 5% bonus from Fast Fire, which adds to something in the region of... 32%, I think. Not sure how much cooldown the module gives.
Then just divide 1.66 by 1.32, if I'm not mistaken.
(If I am, I think the fact I'm barely awake excuses me.)
Then just divide 1.66 by 1.32, if I'm not mistaken.
(If I am, I think the fact I'm barely awake excuses me.)
I'm afraid you need some sleep.

Going by the above numbers 1.66 = 100% --> 1% = 1.66/100 = 0.0166 . So 32% would mean a duration of 0.0166 x 32 = 0.5312 seconds. 1.66 - 0.5312 = 1.1288 second is your improved cooldown time!
#5
Posted 11 May 2015 - 10:23 AM
SnagaDance, on 10 May 2015 - 10:37 PM, said:
I'm afraid you need some sleep.

Going by the above numbers 1.66 = 100% --> 1% = 1.66/100 = 0.0166 . So 32% would mean a duration of 0.0166 x 32 = 0.5312 seconds. 1.66 - 0.5312 = 1.1288 second is your improved cooldown time!
That's a rather roundabout way of doing it, but it is correct. It would be simpler to just calculate 1.66*(100%-32%) or 1.66*(1-0.32) for short.
Formula: Effective cooldown time = base cooldown time * ( 1 - total cooldown bonuses + total cooldown penalties )
I'm not sure if we have any cooldown penalties at the moment but I decided to include it just in case.
Edited by Satan n stuff, 11 May 2015 - 10:24 AM.
#6
Posted 14 May 2015 - 12:06 PM
Och curses I shouldn't math when I've just rolled out of bed. Thanks for setting me straight, peeps.
#7
Posted 14 May 2015 - 12:24 PM
You could, simply... do this:
Lets say the accumulated total improvement is 45%.
1.66 base - 45%(which is 0.747) = 0.913 second cooldown time.
In the above example the 32% is:
1.66 base - 32% (which is 0.5312) = 1.1288 second cooldown time.
Simply pop out your computer's basic calculator, plug in the base stat of any stat and subtract (or if the case may be add) the accumulated total percentage (which the calculator finds the exact number for you instantly).
For penalties and bonuses combine, that's covered in accumulative percentage (to figure out before you click it in the calculator.)
Lets say the accumulated total improvement is 45%.
1.66 base - 45%(which is 0.747) = 0.913 second cooldown time.
In the above example the 32% is:
1.66 base - 32% (which is 0.5312) = 1.1288 second cooldown time.
Simply pop out your computer's basic calculator, plug in the base stat of any stat and subtract (or if the case may be add) the accumulated total percentage (which the calculator finds the exact number for you instantly).
For penalties and bonuses combine, that's covered in accumulative percentage (to figure out before you click it in the calculator.)
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